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Spells:
Ghost
Garrison
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction
THere is no offical spotlight out, but here is a video that demonstrates the use of amumu. This player plays tank all the way, which is fine for classic, but dominion really needs you to hybrid at start.
I would like to point out a few things this player does: He uses amumu full tank, meaning he takes MR and health first. This is a tactic that can work, but will leave you with such a low amount of damage output that enemeis will be able to ignore you. You can stun and harass nicely, but they will not go around you, so you can`t really act as a shield, that you want to be for your teammates.
secondly. He really likes to dive in agressivly. On dominion, that might not be the best idea. Enemies are way more feeded on dominion, so be prepared to tank short, intense fights.
I take tanky runes with a bit coodlown. This allows you to take an extra hit when assaulting top and gives you what you need to build early on ap and health/ mana.
Another option is going for AP and health, if you want to do more early game damage. You will sacrafice a lot of % damage reduction but it will give you an extra punch. So if there are more tanks in your team, this is a serious option.
Another option is going for AP and health, if you want to do more early game damage. You will sacrafice a lot of % damage reduction but it will give you an extra punch. So if there are more tanks in your team, this is a serious option.
early game i build hybrid, since most enemies wont do that much damage yet and you will want to do some damage yourself. also health boost is nice because you already have armor and MR from the runes and main champion and masteries, so there is a better balance to get more effecitve health.
late game i build more tanky, with support (cooldown from frozen, armor and mana too. than plain MR and finally more hp).
Another possibility is going for damage. In which case you can take a sunfire cape, raily`s crystal scepter, rabadons deathcap and abyssal scepter.
late game i build more tanky, with support (cooldown from frozen, armor and mana too. than plain MR and finally more hp).
Another possibility is going for damage. In which case you can take a sunfire cape, raily`s crystal scepter, rabadons deathcap and abyssal scepter.
Cursed Touch
(Innate): Amumu's attacks reduce the target's magic resistance by 15 / 25 / 35 for 4 seconds. The debuff doesn't stack but it refreshes with every attack.
Bandage Toss
(Active): Amumu tosses a sticky bandage towards a target location. If it contacts an enemy, Amumu pulls himself to it and will deal magic damage and stun the target for 1 second.
Range: 1,100
Cost: 80 / 90 / 100 / 110 / 120 mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Magic Damage: 80 / 140 / 200 / 260 / 320 (+1.0 per ability power)
Despair
(Toggle): While active, nearby enemies will be dealt a percentage of their maximum health plus a base amount as magic damage each second.
Cost: 8 mana per second
Cooldown: 1 second
Radius of AoE: 300
Base Magic Damage: 8 / 12 / 16 / 20 / 24
Max Health to Damage Ratio: 1.5 / 1.8 / 2.1 / 2.4 / 2.7% (+0.005 per ability power)
Tantrum
(Passive): Amumu takes reduced damage from physical attacks.
Physical Damage Reduction: 2 / 4 / 6 / 8 / 10
(Active): Amumu deals magic damage to surrounding units. Each time Amumu is hit by an autoattack, the cooldown on Tantrum's active is reduced by half a second. â– Cost: 50 mana
Radius of AoE: 200
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Magic Damage: 75 / 100 / 125 / 150 / 175 (+0.5 per ability power)
Curse of the Sad Mummy
(Active): Amumu entangles surrounding enemy units, dealing magic damage and rendering them unable to auto attack or move for 2 seconds.
Radius of AoE: 600
Cost: 100 / 150 / 200 mana
Cooldown: 170 / 150 / 130 seconds
Magic Damage: 150 / 250 / 350 (+1.0 per ability power)
(Innate): Amumu's attacks reduce the target's magic resistance by 15 / 25 / 35 for 4 seconds. The debuff doesn't stack but it refreshes with every attack.
Bandage Toss
(Active): Amumu tosses a sticky bandage towards a target location. If it contacts an enemy, Amumu pulls himself to it and will deal magic damage and stun the target for 1 second.
Range: 1,100
Cost: 80 / 90 / 100 / 110 / 120 mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Magic Damage: 80 / 140 / 200 / 260 / 320 (+1.0 per ability power)
Despair
(Toggle): While active, nearby enemies will be dealt a percentage of their maximum health plus a base amount as magic damage each second.
Cost: 8 mana per second
Cooldown: 1 second
Radius of AoE: 300
Base Magic Damage: 8 / 12 / 16 / 20 / 24
Max Health to Damage Ratio: 1.5 / 1.8 / 2.1 / 2.4 / 2.7% (+0.005 per ability power)
Tantrum
(Passive): Amumu takes reduced damage from physical attacks.
Physical Damage Reduction: 2 / 4 / 6 / 8 / 10
(Active): Amumu deals magic damage to surrounding units. Each time Amumu is hit by an autoattack, the cooldown on Tantrum's active is reduced by half a second. â– Cost: 50 mana
Radius of AoE: 200
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Magic Damage: 75 / 100 / 125 / 150 / 175 (+0.5 per ability power)
Curse of the Sad Mummy
(Active): Amumu entangles surrounding enemy units, dealing magic damage and rendering them unable to auto attack or move for 2 seconds.
Radius of AoE: 600
Cost: 100 / 150 / 200 mana
Cooldown: 170 / 150 / 130 seconds
Magic Damage: 150 / 250 / 350 (+1.0 per ability power)
Ghost and garrison: Dive and help others, or protect a tower. There are obviously more options, so i am not going to debate on this too much: take what ever you feel is right.
There is a lot of debate for the use of flash. I recommend taking flash if you have a fiddlestick, or katarina. This will give you the ability to flash and mass stun and hereby increase their efficiency more. Last you can chose heal. This is only a good option if you think you have to heal your allies. If you have a lot of melee/ up close allies, it might give you the extra survivability you need to finish off the enemy.
There is a lot of debate for the use of flash. I recommend taking flash if you have a fiddlestick, or katarina. This will give you the ability to flash and mass stun and hereby increase their efficiency more. Last you can chose heal. This is only a good option if you think you have to heal your allies. If you have a lot of melee/ up close allies, it might give you the extra survivability you need to finish off the enemy.
Play him as support, than as a tank. Focus people that can do the most damage, save your stun if you have to, to interupt them from ultis (think katarina). Don`t use it if you don`t really have to use it and you will have fun playing him.
Amumu combines cc with tankyness and this makes him a very highly durable teamfighter and especially a good harasser. Stun at a tower or mass stun mid fight and see the magic.
Amumu combines cc with tankyness and this makes him a very highly durable teamfighter and especially a good harasser. Stun at a tower or mass stun mid fight and see the magic.
Thank you all for playing lol, i hope you are a bit wiser now, that you expanded your vision on amumu. Keep in mind that there is no such thing as the perfect build. I post my builds up here so you have something to think about. Please vote up if you liked it or it helped you.
Leave a comment if you really do disagree with something. Don`t downvote and have comment "xD", it just shows what kind of troll you are.
Have fun gaming and see you on the field!
Littlekillah
Leave a comment if you really do disagree with something. Don`t downvote and have comment "xD", it just shows what kind of troll you are.
Have fun gaming and see you on the field!
Littlekillah
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